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Baldur's Gate 1 No-Reload Challenge


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#15776
Charlestonian Knight Templar

Charlestonian Knight Templar
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Best of luck with Merlin CKT - nice stats by the way!!

Ya'll know I didn't roll those stats.  I take them from the D&D Deities and Demigods stats that are given to Merlin to make the PC as close to that in the manual as possible, i.e., same stats, alignment, temperament, skills (where possible and appropriate).  Actually in Deities and Demigods, Merlin is a 14th Level Druid/10th Level Illusionist/5th Level Mage with Psionic abilities - something I KNEW I couldn't be.  I settled for the Druidic-Sorcerer, I think a good compromise.  CKT


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#15777
Aasim

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Actually in Deities and Demigods, Merlin is a 14th Level Druid/10th Level Illusionist/5th Level Mage with Psionic abilities - something I KNEW I couldn't be. 

Well.....

 

I'd still settle for Druidic Sorcerer, due to fairly experimental nature of the mod.



#15778
Grond0

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Phantasmic 6 {46} - monks party (update 1)
 
The previous run failed as a result of taking one risk too many.  Having got up far too early this morning there was plenty of time before breakfast to make significant inroads into a new run.  The idea this time is to push levels up much quicker before vacuuming areas and utilise equipment to make the end game easier (I think it's really time this bunch got another run at Athkatla :whistle:).  
 
They started as usual by avoiding any risks while progressing from Shoal to Beregost then Nashkel.  They took some damage while making their way past kobolds to get Meilum's bracers, but those made dealing with the basilisks quicker. 
 
Melicamp failed to survive this time, but other reputation tasks were soon done and they became the owner of a Wand of the Heavens from Ulgoth's Beard.  Having been focused much more narrowly on their specific aims to date meant that they were still only level 4 at this stage, but some battle horrors at Durlag's Tower sorted that out.  They followed up by using wand magic missiles (as a cheaper resource than Wand of Heavens) on the Doomsayer before returning to the Tower to deal with a few ghasts and the basilisks on the roof.
 
Continuing their search for quick XP they successfully killed the sirines at the Lighthouse without anyone being charmed or confused before shooting the golems.  Further north the final sirine managed to charm one monk and confuse another - fortunately the confused one moved away making it easy to run the charmed one around after the sirine was dead.
Spoiler
 
At the Valley of the Tombs they didn't have a full complement of magic weapons yet, but they were still just good enough for the Revenant.  
Spoiler
They had even more trouble at the ghast tomb where I was caught out by the ghasts hopping in and out of it.  Spectre was held and the ghast attacking him only persuaded to switch targets with him down at 1 HP!
Spoiler
 
Looking for more magic weapons they returned to the basilisk area.  Korax failed to paralyse anyone and died early, but stunning blows and a couple of flame strikes left Lindin on his own against 5 meleeing opponents - though he put up a good fight.  
Spoiler
Now with 5 weapons that could hit mustard jellies the monks persuaded Narcillicus to produce a couple of those (neither of which got a hit in) before returning for the mage - the first blow struck there effectively ending the contest.
Spoiler
 
They've taken most of the quick XP available for now and are very close to level 6.  They'll be doing some work on the main quest next.
 
Chimera - L5, 32 HPs, 44 kills
Spectre - L5, 36 HPs, 82 kills, 0 deaths
Phantom - L5, 27 HPs, 48 kills, 0 deaths
Wraith - L5, 37 HPs, 53 kills, 0 deaths
Spook - L5, 33 HPs, 38 kills, 0 deaths
Spirit - L5, 33 HPs, 38 kills, 0 deaths
HPs again look rather dodgy, with Phantom particularly vulnerable at the moment and no-one with high HPs to act as trap detector :(.

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#15779
Jianson

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Martha, level 8 half-elven Totemic Druid, adventuring in Chapter 4 with Imoen, Kagain and Branwen

 

So, a first taste of Durlag's Tower was up. Goal: getting Martha to level 9 and making use of a competent thief (it will take quite some time until I have another of Imoen's current expertise) to gather some nice loot.

 

To make it past the Battle Horrors, I had a Nymph cast Hold Monster on the first, and used three Call Lightning on the other (two from Martha, one from nymph). I took out the skeletons on the S-E battlements but had to wait with the rest because the courtyard had two Greater Doppelgangers and I can't handle them yet ('improved' Greater Doppelgangers use Horror and Dire Charm and their hits cause you to save or be Confused).

 

The floor one up from ground level was dangerous for Imoen:

 

Martha061%20critical_zpsm4dqslu5.jpg

 

Ouch! Looks like I now know for sure that ioun stones do not protect from criticals in my setup.

 

To save her, Kagain use one of his best friends in his role as tank, a firebreath potion, while Martha wedged herself in between ghast and Imoen:

 

Martha062%20burn_zpsk9s5fzrh.jpg

 

We helped out Kirinhale, and Imoen pickpocketed her as she teleported away. If you're quick, you get at least 5 tries. Even if you fail, she remains neutral during this (even though she jabs with her fists a little). It was 2x fail followed by 2x success:

 

Martha063%20Kirinhale_zpsy2imkveo.jpg

 

Those two items were a Quarter Staff and a Greenstone Amulet with 4 charges. We didn't know for certain about the amulet until much later. In my setup, cursed items have a randomly selected icon but I don't think there are any cursed amulets in the game, right?

 

The initial fireball trap on the four warders level has killed characters for me more than once. But before dealing with it, we had to kill two Phase Spiders. They mostly attacked Branwen, who got poisoned and needed two elixirs of health. Imoen couldn't find the trap even with 100% FT. Or maybe (out of fear, and/or not knowing exactly where it is), she didn't move forwards enough. In my setup, summons can set off traps and I knew for certain that this trap does not stay around after it's triggered, so...

Martha064%20fire%20trap_zpssvvzpcux.jpg

 

We had rested earlier, so we were once again Battle Horror ready:

 

Martha065%20Nymphs%20rule_zpsbp0iicus.jp

 

Imoen cleared out many traps and gathered some nice loot. Backstabbed a Wraith Spider but had to run back to party to get it killed. Again, I left the Greater Doppelgangers for later.

 

She killed one of the Mustard Jellies with repeated backstabbings (you need to keep track in which direction it last moved to know where the "back" is...). The second jelly distracted her, and I forgot to check for traps in a corridor where I had forgotten there is one. OH NO!

 

Martha066%20oh%20no_zps3izuhf2m.jpg

 

She would have survived 40 damage, not more. And after a resurrection and SK fiddling, she is now down to CON 14 and only 32 HP. And Martha's stack of Raise Dead scolls is now down to just one. I can't buy any more before BG either. There were some for sale in Ulgoth's Beard but if you've read my updates you know what happened to the innkeeper there...

 

Oh well, Imoen received another Perception potion, reclaimed her gear, proceeded to take out the jelly, three Skeleton Warriors (repeated backstabbing) and four Flesh Golems (Arrows of Biting and Fire, plus the help of the rest of the party). We could now solve two warder riddles, and put the wine bottle and the mallet handle in a barrel close to the warders.

During this XP fest, Martha levelled up to 9. Rolled a 7 on the d8 this time. Still going strong with those rolls after my long hiatus. Oh yeah, that was the last die-roll HP level up for her. 

 

On the way out, the lesser Doppelgangers had spawned anew. 'Improved' versions of these use the same abilities as the vanilla Greater ones: Haste and Mirror Image. Kagain unexpededly lost his moral, at half life. Never seen that before. Quite unnecessary, dude. With your life pool, you can still take a few more hits before it gets dangerous.

 

Martha067%20morals%20dude_zpsimwikre2.jp

 

So, with Pixie Dust at hand, getting past Cloakwood 2 was a cakewalk. May as well get rid of all these webbing thingies:

 

Martha068%20pixie%20work_zpsqghdsjay.jpg

 

Recruited Eldoth, established the exit to Cloakwood 4, but didn't go there right away. Instead, we took Eldoth to our base camp and had him sort through our collection of spell scrolls and gear.

I gave him the Red potion to help him scribe some useful spells. I didn't go overboard with this because most are for Imoen or to be kept in reserve. He doesn't have many spells slots to fill, after all. It was now that I learned about the Greenstone ammy. His base Lore couldn't ID it, but it could under the Red potion effect. We had to rest three times so he could move again (abysmal STR from the Red potion) but that was a good thing because Eldoth could stock up on his poisoned arrows and Martha could stock up some of her improved (now healing 5 HP) Goodberries.

 

We were waylaid twice in Cloakwood on our way to the mines. Both times, Kagain and Martha quickly moved into tanking positions:

 

Martha069%20ettercap%20ambush_zps6mkgavd

 

Martha070%20wyvern%20ambush_zps00cfttfo.

 

Kagain has more life and better AC than Martha, so all ranged attacks focused on the wyvern by her until it was dead.

 

Imoen scouted out a safe passage through Cloakwood 4 but just before we left, I tested the 'Stone of Stunning' that we bought from Bentley. He hates Eldoth, so he only sells crap if you talk to him with Eldoth in the party, plus he only offers Peasant rooms, for 20 gp! Test subject: some Tasloi. Verdict: stones aren't even ranged weapons as I thought they would be. Never managed to hit with them. So they are probably worse than fists...

 

Mines up next, but first a crazy fight vs. Drasus and gang. It was both humiliating, a little scary and lots of fun.


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#15780
Grond0

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Gate70/Grond0 multiplayer attempt 96 - (3rd and final update)

Cara, elf enchanter (Grond0) & Helberg, dwarven defender (Gate70)

 

There was a MP session squeezed in yesterday between a bit of single player and the trio :D.  

 

The session had a not altogether ideal start when Marek successfully confused Helberg before dying himself.  Cara's attempts to get him to chase her were unsuccessful and the dwarf claimed an innocent victim (to halve their reputation) before recovering his senses.  

Spoiler

The remaining work in the City went smoothly though:

- Degrodel's guards were pulled outside in a couple of small batches for easy disposal on the way to getting Balduran's cloak.

- the Iron Throne was attacked rather than just sneaking in.  Malison + emotion claimed several victims and the remainder were quickly dealt with by Helberg.

Spoiler

 

Moving on to Candlekeep Rieltar was left alone before Cara looted the tombs.  There was another escape there when her minor globe expired as she was opening a second tomb and she had to dodge a bouncing lightning bolt from the trap - her attempt to use a potion after being hit once seemed very laggy and a second hit would probably have been fatal.

Spoiler

Prat suffered from an excess of emotion, which should have made the others easy prey for Helberg.  However, Tam hit him twice in a row with criticals (which he needed) before Cara indulged in a spot of 'friendly fire' with a fireball (forgetting she had reset her wand for that while killing some phase spiders).  

Spoiler

Fortunately her next attempt at using the wand was rather better targeted!

Spoiler

 

Back in Baldur's Gate Helberg had a duel with Slythe - coming out on top despite suffering from considerable lag.  

Spoiler

At the palace malison and emotion claimed a couple of dopplegangers, but the others were hitting quite effectively and managed to kill Liia just before the last of them fell.  Belt survived both their assault and a single hit from Sarevok just as he was teleporting away and sent the duo in chase.

Spoiler

 

The Undercity party ignored 2 skull traps landing near them, but all of them were affected by a following malison / chaos combination.  That had expired though by the time Helberg had finished with the others and gone in search of Rahvin and he actually committed suicide by shooting 2 exploding arrows at point-blank range.

Spoiler

 

In the temple Cara activated Sarevok with her sling before retreating.  Both she and Helberg had used potions of magic shielding as a precaution while they waited for Semaj to teleport out into a waiting pack of wolves.  He didn't last long under a combination of Helberg and his own cloudkill

Spoiler

and Cara then went back towards the dais while invisible - Sarevok can sense that and moves further out, but that means that Angelo won't follow.  Initially Helberg tried meleeing Sarevok, but was taking something of a beating and retreated to throw axes.  Cara kept the big man busy with a couple more charges from her wand of monster summoning while Helberg was finishing him off.

Spoiler

 

Stats:

Cara, enchanter 9, 41 HPs, 89 kills

Helberg, dwarven defender 8, 81 HPs, 301 kills, 0 deaths


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#15781
Borco

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Jabbar, human assassin, 2nd entry:

With Viconia back amongst the living, Jabbar could finally explore the town of Beregost. Looking for a shelter in the bad weather the two crashed at Feldepost's Inn. Unfortunately, they could not linger for too long, as their plan to keep a low profile failed the moment Jabbar had landed a killing blow on Marl. However, they still managed to fulfill Jabbar's promise to Landrin to clear her house of spiders before venturing further towards Nashkel. This has brought Jabbar to level 3 (5 HP, +15 Set Traps).

They decided to take the direct route south, following the main road. It was an eventful journey during which they battled hobgoblins, ogrillions and undead. It should be noted that one such skirmish, in which Jabbar recorded his first successful backstab, also yielded a pair of light thieving boots.

 

jSuGVel.jpg

 

Following Viconia's proposal, they then made a slight diversion from their present course and traveled to High Hedge to trade their accumulated loot for some magical resources. However, is wasn't as easy as that. At first that had to fight their way through a band of gnolls, whereupon once in the mage's tower, they got unprecedentedly attacked by his guardian flesh golems! By using stealth and his magical arrows, Jabbar was able to deal with both creatures and was now level 4 (4 HP, +15 Move Silently, * darts).

 

I55VAeb.jpg

Thalantyr was furious at the loss of his creations but after recognizing the Ring of Wizardry in Jabbar's possession he was willing to trade either way. Jabbar managed to trade the ring for a potion case, two Potions of Freedom, couple of Acid Arrows and Bullets of Electricity, a Wand of Sleep and a substantial amount of gold on the top of that.

Pending matters, in particular the content of Mirianne's letter and Perdue's sword, had seen our two adventures go full circle back to Beregost. It wasn't without violence this time either, as Jabbar had to protect himself from a dwarven mercenary in another local watering hole - the Red Sheaf Inn. This town is trouble indeed.  

 

GfIzxjS.jpg

 

Upon resting, Jabbar and Viconia duly returned the letter to Mirianne, bought Short Bow +1 from the smithy and left south again.

 

Backstab counter: 3
Highest backstab damage: 10 (hobgoblin)  :P

 

Regards, 

 

B.


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#15782
Jianson

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Martha, level 9 half-elven Totemic Druid, adventuring with Imoen, Kagain, Eldoth and Branwen

 

Drasus party and Cloakwood Mines

 

Stinking Clouds (courtesy of Eldoth, carrying on Dynaheir's legacy...) and summons weren't enough to overcome Drasus' party. Very far from it, actually. Probably serves me right for being too cowardly to get within sight of the mages...

 

So we pulled back. For reasons I can't really explain now, Martha ran south and all the others ran north. This turned out to be both good and bad. Good because of two things:

- only Drasus followed Martha. So no risk for her to get disabled, she just had to make sure to keep her HPs up.

- Genthore (the axe thrower) lost track of both parts of my party.

 

Bad (of course) because it's hard to monitor and direct two simultaneous battles far apart.

 

A mages-only unit is (at least in BG1) clearly less dangerous than if there are fighters in there as well. The mages need to deliver all the damage themselves (or summon something that does) and most BG1 mages aren't very good at that. The fight was on. I mostly used ice arrows early on. They are useful because the cold damage can't be saved against, it can interrupt spells even on Stoneskinned mages while at the same time gnawing on said Stoneskins.

 

Martha071%20mage%20fight%20with%20ice_zp

 

This was pretty scary, though. I realized that my quartet of characters WILL eat spells, and being Malisoned is not a good start. Branwen had cast Remove Fear and PfE 10' Radius but those buffs had been Remove Magic'd on all but Eldoth. 

 

Meanwhile, Martha and Drasus had a private battle for quite a while. Drasus had two extra healers and after a LOT of fighting, she had him at Near Death for what felt like an eternity. Melee wasn't hopeless, they hit each other about equally well but it was too painful for Martha in the long run. I burned an Oil of Speed and tried to do run-and-hit with her boomerang dagger. Hit once but he was still standing. Finally decided to take my chances with a Call Lightning. Starting at maximum visible range, I figured that she would manage to finish the spell if Drasus would miss the one and only attack he'd have time for. Yup:

 

Martha072%20Finally%20got%20him_zpsvfy26

 

My quartet was in deep. Kagain Dominated, Eldoth Dire Charmed, Imoen very nearly killed by a Flame Arrow. 

 

Both mages started to run out of spells now, but they still managed to charm Imoen:

 

Martha073%20getting%20the%20upper%20hand

 

She's a decent archer but could only see Branwen here, and Branwen is wearing Girdle of Piercing, Boots of Avoidance and a shield +1 here, plus she has S&S proficiency. 

 

After the mages died, Imoen backstabbed Genthore while the rest of my party was just outside his view. He was at Near Death after the backstab. Imoen meleed him and the rest of us moved in and finished him off. Here is the brutal carnage in the initial fighting area. Those guys are no joke when you play with SCS.

 

Martha074%20carnage_zpstct4jchw.jpg

 

Oh yeah, that tome was a reward they left.

 

We pillaged the barracks and the first Mines room, then went back to the map edge to rest. Did so succesfully. Now the plan was to do all of the Mines without more resting (because resting is pretty risky - the spawn packs of guards are large).

 

Second floor is nasty with SCS (the calls for help component) so Martha cast Pixie Dust and we all walked through it invisble. If you do not want to pass right by the mage (and risk her getting suspicious and dispel the invisiblity), there is one door that needs to be opened and doing so turns that character visible. I used Imoen to open that door. I suppose Branwen could have cast Sanctuary and done it, but that would have made me pressed for time to exit the place quickly before the Sanctuary times out. As it was now, Imoen managed to quickly dash through the door and hide in shadows, with the Ghast close by none the wiser. :)

 

I made sure to have Imoen (in shadows) at the back of my party going down. If you do it like this, the stealth won't break. One advantage of not playing with a solo character.

 

Sneaky sneaky:

 

Martha075%20sneaky%20sneaky_zps8vqa4mkx.

 

We moved to the last room, the one with a pair of Hobgoblin Elite. Then we moved alongside the left part, slaying Hobgoblins by the dozens. One good thing is that killing those SW of the starting room called out the three archers there, separating them from the human guards (haha, seems like human guards do not understand hobgoblin calls for help!).

 

Looted the place but left the two mages (Natasha and ogre mage) for later.

 

Went down to Davaeorn's floor. We took care of him the cheesy way - floor hopping as he recited spells. And like I've seen before, if D. stays upstairs, the Battle Horrors become inactive.
I experimented with Martha's boomerang dagger against them. They were immune to the damage if she threw the dagger but not if she stabbed them with it. Of course, some nifty loot here. Don't remember much of it, but there was at least a Tome of Understanding, giving Martha an extra level 1 spell slot . 

 

Davaeorn had wandered a bit away from the stairs on floor 3. I gave Kagain a PfMagic scroll, and he proceeded to beat Davaeorn to death with his swords. Took a while, with all the Stoneskins, Mirror Images and such. He also defeated the other two mages with the protection intact. Branwen animated skeletons, so I could send in one at a time to coax the ogre mage out of invisibility the two times it got scared of Kagain and tried to camp him out.

 

Only the second floor left now, and plenty of good spells still available. Some more floor hopping separated Hareishan from the main bulk of guards. Decided to take them on here:

 

Martha076%20we%20can%20take%20them_zpsaj

 

It wasn't so easy (we aren't combat monsters, apart from maybe Kagain) but we managed. Needed several healing potions, though. Hareishan was lured down here. She got off a Dire Charm on Kagain, before failing a save on her own, vs. Hold Person. Kagain had been clever to stuff his weapons in the backpack as the charm was flying towards him. Last thing I had to do was to keep telling my trigger happy friends to leave him alone:

 

Martha077%20pull%20them%20back_zpszq3hvr

 

I recruited Yeslick, both to save him and to have him help us carry all the loot.

 

Back at our base camp, I said goodbye to Branwen. Then I realized we were still in Chapter 4. Hmm, I've read all the letters, killed Davaeorn and flooded the mines. What's missing? Then it dawned on me that I had never been on the bottom floor after Davaeorn died. Using the console to move us there insta-solved the problem. 

(BTW, my jaw would have dropped to the floor if that area actually had been full of water!)

 

Picked up Kivan at FAI so I could have the great exhange with Imanel Silversword.

Eldoth sure looks nifty in elven chainmail, don't you think?

 

Martha078%20fancy%20Eldoth_zpsfm6aeidg.j

 

There are many ways to miss out on or screw up quests. Here's one I had never thought of before:

 

Martha079%20lost%20Quinns%20quest_zps19b

 

On the very first (or maybe the second) stab it's ever used, it breaks - Nester's dagger!

 

Now why was Martha even using this? Well, after Imoen dual-classed, Imoen took over the Boomerang Dagger so she'd be at least somewhat useful in fights. This left Martha without a melee weapon, and her other weapon slot had only valuable Darts of Wounding. Far too valuable to use on the wimps we were fighting here. I tried to buy some plain darts for her but get this: none of the shops I visited in BG sold any plain darts! Plus it's often useful to have a melee weapon around anyway. Michael here was really getting on her nerves as he was annoying good at hitting Imoen (note that Imoen has moved away from his line of fire). Martha simply tried to protect her sister, and used the first cheap tool she could find!

I knew that Martha's old faithful Dagger +1 was back at the base camp but I thought "I'll just finish this fight, then go get it and buy plenty of darts."...

 

About Imoen's dual-classing: she reached Thief 9 from the reward we received for taking the Silvershield fibula to Skie's stepmother. I dual-classed her to Mage, changed that to Conjurer in SK, then used a method I found on a forum to give her the extra spell slots:

- download 'Imoen the Conjurer' mod and extract it somewhere outside the Override folder

- copy and rename one of the .cre files and drop it in the Override folder

- open the .cre file in SK using the Creature Browser

- open the savegame

- copy the parameters in the 'Affects' that deal with spell slots and give Imoen those 'Affects'.

I only bothered with the first five spell levels. She won't get to higher levels and there aren't any level 6 spell scrolls in BG1 anyway.

She has reached level 4 now and so far, it seems to be working as I want it to. The only thing I've found that isn't perfect is that when she opens up a new spell level (like when she reached level 3) the level up result said she had gained one level 2 spell slot when in fact it was two.

 

Clever sneaking in another phase spider infested area:

 

Martha080%20clever%20sneaky_zpsydm8usu4.

 

Spider is boxed in by invisble characters. Fish in a barrel for Kagain.

 

Eldoth drank a Master Thievery potion, took off his chainmail and pickpocketed the hell out of Arkion and Nemphre. In addition to their jewellery, he filched a Vampiric Touch scroll from Nemphre and Gauntlets of Ogre Power from Arkion. Kagain loves them. Ordulinian rewarded us with 3500 XP and a Cloak of Non-Detection. Now we have three of those. 

 

Martha did go back to the base camp to get her dagger. We also got there to let Imoen scribe an obscene number of useful spell scrolls. What's up next is probably Garrick's quest in Ulcaster. I've read that the interaction between the two bards and Skie can get interesting. Before we recruited Skie, Eldoth was already sweet-talking up Imoen in a pretty-obviously-sleazy fashion. She didn't fall for it, though. Clever girl. And when Eldoth suggested to Skie that they go 'beyond a kiss', Imoen delivered a real stinger:

 

Martha081%20Imoen%20stinger_zpsxfio1buz.

 

 

Martha, lvl 9 Totemic Druid, 67 HP

Imoen, lvl 9 Thief -> lvl 4 Conjurer, 35 HP, 2 deaths, CON=14

Kagain, lvl 7 Fighter, 72+5 HP, 1 death but CON still 20 thanks to tome

Eldoth, lvl 7 Bard, 32 HP

Skie, lvl 7 Thief, 29 HP


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#15783
Aasim

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 Those guys are no joke when you play with SCS.

Imo, this can be the hardest battle in BG1. Chromatic Orb they cast can petrify you; even if with +6 penalty saves are so poor in BG1 that humans have a reasonable chance of getting killed with it. Great writeup, btw. 


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#15784
Grond0

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Phantasmic 6 {46} - monks party (2nd and final update)
 
The monks made their way through the Nashkel Mine without problems.  This time Mulahey managed to call for help, but that didn't do him much good.  Tranzig identified the location of the Bandit Camp through frozen lips and Teven gave them a lift there - once again to Tazok's dismay.  As last time they all used shield and some charged items to discourage pursuers in a running fight.  They did particularly well in stunning Taugosz - he had been chasing them hard after using an oil of speed - and with all the main enemies except Hakt and a couple of hobgoblin elites dead success was tantalisingly close.  As a result I chose not to use further resources, but send a monk to each of the 2 closest chasers to run them round in melee while they were finished off.  That, however, proved a costly decision when Hakt, despite being menaced by Spirit in melee range, chose to shoot one more arrow at Wraith with his bow - and hit her with a critical.  That took her down to 19 HP, but I chose to leave her in melee range of her hobgoblin elite for just a second or so longer while another monk replaced her (to prevent it from switching back to missiles and firing at her as she ran away) - and it immediately hit with a critical as well to kill her.
End%2046_zpszjgo17od.jpg
 
I could have avoided combat there entirely, but that wouldn't have fitted in with my concept for the party.  Obviously I could also have avoided that death using different tactics, but (unusually) I don't think it really counted as a mistake - just illustrating the difficulty of avoiding deaths in a party with low HPs and no headgear.  It was also a good illustration of one of my continuing dilemmas.  In this run I was making pretty quick progress, which has the significant advantage for me of making it easier to keep concentration going. However, it also meant the monks were a level lower than they would have been going to the Bandit Camp if they had been more comprehensive about clearing things earlier - and that potential extra level would almost certainly have saved Wraith from death.

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#15785
Dyara

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Dyara, elven Fighter/Mage/Thief (update 2)

Investigating the Iron Throne was easier than Dyara had thought. Stealth and pretending to be from Sembia allowed her to advance to the fifth floor. Unfortunately the Iron Throne leaders weren't there, only some lackeys who immediately attacked once they had learned Dyara's name. Dyara used her superior running speed to kill the enemies one-by-one...

Spoiler

Duke Eltan then sent Dyara to Candlekeep where some Ogre Mages tried to stop her but failed. However instead of entering Candlekeep Dyara went to High Hedge. An old book she had found in Baldur's Gate got her an invitation for dinner and she even got a present herself...

Spoiler

The ioun stone would allow her to scribe spells using only one potion of genius instead of two. At Candlekeep Dyara quickly entered the library, she learned about her true heritage and then she was wrongfully arrested for murdering the Iron Throne leaders but Tethtoril saved her. Dyara made her escape through the catacombs - of course not without taking the two tomes. The catacombs led into a large cavern where Dyara came upon some mercenaries working for Sarevok. Once the initial greeting was done Dyara tried to catch them in a web spell but unfortunately some phase spiders spoiled the plan...

Spoiler

Despite the annoying spider attacks Dyara managed to take down Bor, Tam and Sakul...

Spoiler

To lure Prat out of invisibility Dyara summoned some gnoll elites...

Spoiler

Before returning to Baldur's Gate Dyara decided to explore Durlag's Tower some more. She sneaked past the Greater Wyverns and after completing four challenges she was teleported onto a large chess board. Using webs and fireballs Dyara tried to control the fight...

Spoiler

... and in the end she prevailed (not without using quite a few healing/invisibility potions as unfortunately Dyara had memorized armor instead of shield so she wasn't protected from magic missiles)...

Spoiler

Protected by two 'Protection from Acid' scrolls Dyara made her way through some green glowing caverns...

Spoiler

... reaching some sort of store room where she found the 'Burning Earth+1' long sword especially suited for killing the undead Dyara had to kill to get there. After exploring the rest of the level (but without facing the Demon Knight) Dyara returned to Baldur's Gate. Looking for some entertainment she entered the Undercellars where she met a couple named Krystin and Slythe. After spending some time together in one of the chambers however the two tried to kill her and for a second time Dyara felt Slythe's 'Sword of Backstabbing' in her back but this time she returned the favor...

Spoiler

... and a little later Krystin followed her lover's fate...

Spoiler

For a final time Dyara returned to Ulgoth's Beard to help the mage Shandalar. Protected by Invisibility Dyara was able to disarm the traps unnoticed, she ignored all the other mages trapped there until she came upon Dezkiel wo unfortunately (for him) didn't wanted to part with Shandalar's cloak...

Spoiler

Upon returning to the surface Dyara was teleported back to Ulgoth's Beard. The reward for retrieving the cloak was rather disappointing (but she went there just for the 'Stoneskin' scroll anyway). Back at Baldur's Gate Dyara saved Duke Eltan, she met Desreta&Vay-ya, she saved Brielbara's daughter and at the Iron Throne she found Sarevok's diary...

Spoiler

... and made her way to the Duchal Palace.

 

Name     Level                  HP   Game Kills XP  Game Kills  Strongest Kill   Deaths         Pips
Dyara    F(6)/M(6)/T(7)    63+5 HP     567,393         910      Greater Basilisk -              Longsword(**), TWF(**), Flail(**)

 
To be continued...

 


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#15786
Jianson

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Imo, this can be the hardest battle in BG1. Chromatic Orb they cast can petrify you; even if with +6 penalty saves are so poor in BG1 that humans have a reasonable chance of getting killed with it.

 

Yikes, I didn't know their levels were that high, and here were my four characters with -4 penalty to saves!

 

I didn't really follow all the spellcasting in my summons' battle, it's possible that they wasted Chromatic Orbs there. Or I got lucky and they were out of Stoneskins, Mirror Images and such before getting to cast most level 1 spells. Once they are vulnerable to main arrow damage, they go down fast.

 

If it's not the main character, having one of them petrified is not necessarily a disaster, unless the enemies keep attacking the (now) statue. With SCS, intelligent enemies usually try to win the whole fight rather than finish off disabled characters.



#15787
Aasim

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Well, I'm sure I'm not the only one who witnessed a petrified character "exploding" even w/o suffering real damage.... :D



#15788
Borco

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Jabbar, human Assassin, 3rd entry:

Arriving into Nashkel, Jabbar and Viconia ran into another bounty hunter. This time however, they were duly prepared and managed to turn their hunter into prey. Expecting potential enmity, Jabbar entered the inn stealthed. He observed the smoky room until he was sure he's identified their target - a fully armed female, possibly a cleric. Viconia entered upon his signal which got the immediate attention of the perpetrator. It all happened then in a split of a second.

ologHvm.jpg

The end of that story is pretty obvious. After presenting an undisputable evidence of Neira's intentions in form of the bounty notice, Jabbar and Viconia were immediately released by the intervening Amnish guardsmen. They paid a visit to the local mayor and agreed to look into the local troubles...in due time.
 
Note: I've intentionally decided to skip the Ankegh armor for Viccy for the time being.

Being rather short on entertainment for the past days, it would have been a shame to miss on the local carnival. Apart from fun personae such as exploding ogres, poets, gamblers and dandies, the place had its grumpy visitors as well. Zordral was too proud to make a peaceful compromise with Bentha and thus ended up suffering the same fate as did Neira back in Nashkel.

Z7lQW03.jpg

The carnival grounds were full of exotic businessmen and Jabbar managed to buy some extremely peculiar potions, a Shield amulet and a Necklace of Missiles. In one of the gaming tents, a thief named Vitiare got to pay the highest price for a failed pickpocket attempt on Viconia.

High on adventure, Jabbar and Viconia then traveled east of the town to a xvart village, wherein they did cause a major turmoil. Far from being a peaceful community, the villagers have not only declined their further passage but apparently also wanted to sacrifice them for the benefit of some pagan bear deity. Considering their massive numbers, the day would have been much harder for Jabbar if not for his Wand of Sleep... 
 
wI8ZrDk.jpg

Shortly after they had wiped out the entire community of these bloodthirsty little bluemen, the two of them got hailed by Borda, an elven man who offered for sale various (probably stolen) magical trinkets. Guided by her hot drow temper, Viconia managed to quickly turn their negotiation into intimidation. Naturally, Borda did not take it kindly and attacked them both on spot.

Now to the combat. After failing his initial backstab, Jabbar activated his Shield amulet and got Viconia to cast Resist Fear. On the other side of the board, Borda started with Haste, Mirror Image and his innate magic resistance (damn). I knew we'd have to eat a lot spells before we would be able to get through his defences, whereas being level 4 (and thus susceptible to Sleep) did not help to improve our prospects at all.

After some initial hit and run (which was of course not very effective due to our lack of haste) I suddenly saw something that left me staring at the paused screen in disbelief for a couple of minutes.

uyK2VXY.jpg

Honestly, this is wrong on so many levels:

1. For some reason, I've always thought Borda to be a mid-level bard and not a mage/theif capable of landing backstabs.  <_< 
2. I was not aware of any invisibility effect that would trigger the damage multiplier. Moreover, Jabbar is standing face-to-face with Borda.  :huh: 
3. "Night Shawl", the personal item I've created for Jabbar, was supposed to grant immunity against backstabs (similarly to the Thieves' Hood).  :o 
4. At the same time, although being a headgear, the item was never intended to grant protection against critical hits (which feels rather overpowered for the purposes of BG1).  :( 

You can probably understand my hesitation to continue with the run at that point. Jabbar would have died without his Night Shawl, while at the same time, the item did follow incorrect rules. Then again, it was the purpose of this personal gear to prevent such situations and so I have decided to take it as an omen - Jabbar will drop the item (assuming it was destroyed in the process) and in case his survives the rest of the fight than he and Viconia will be allowed to go on...

The conclusion may be found below...

Spoiler


Spoiler


Spoiler


Regards,

B.


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#15789
Grond0

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Phantasmic 6 {47} - monks party (update 1)
 
Continuing the triumph of hope over experience the monks have set out again.  A few extra wolves got them to level 2 while still in Shoal's area and they took their standard route from Beregost down to Nashkel via Brage.  The only wrinkle there was that this time they activated Laryssa, then shot her down while running Brage round in order to get the extra XP and her shield (for sale as they can't use it).  Talking to Noober was enough to get everyone except Chimera ready for level 3 and they all levelled up after exploding Oopah for the final time.
 
A lapse of concentration (running out of ammunition and going into sight of all the xvarts) meant the monks just failed to save Arabelle, but they performed well when working through lots of kobolds to shoot up Meilum.
Spoiler
After that they stopped off in Gullykin, where Brage's stone giant potion netted a +1 sling and green protection from poison scroll.  However, at their relatively low level they failed to do quick enough damage to Jenkal to stop him teleporting away.  Moving on they arrived at the basilisk area where Spectre used darts to kill all the monsters.  Unlike recent runs I decided to take the risk of attacking Kirian's party immediately.  Korax managed to paralyse Kirian with his opening attack, allowing the monks to all use stunning blows on the others.  That took care of Baerin, while Korax also bagged Peter - leaving Lindin helpless against ranged attacks even before Korax stopped him in his tracks as well.
Spoiler
 
This run I decided to revert to cleaning areas thoroughly in order to maximise levels and the monks started that process in the Cloud Peak Mountains - getting up to level 5 while working through there and the other areas around the Gnoll Stronghold.  There was one close shave when I was tired of killing hordes of gnolls and was slow to withdraw from the last group before the edge of the map (not allowing enough for the the difficulty of pathfinding on a narrow path).  Two of them hit Chimera, one with a critical, for a total of 36 damage - that would have killed 4 of the 6 monks :blink:.
 
Chimera - L5, 39 HPs, 63 kills
Spectre - L5, 35 HPs, 149 kills, 0 deaths
Phantom - L5, 41 HPs, 75 kills, 0 deaths
Wraith - L5, 36 HPs, 76 kills, 0 deaths
Spook - L5, 30 HPs, 78 kills, 0 deaths
Spirit - L5, 31 HPs, 52 kills, 0 deaths

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#15790
Grond0

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Glad to see Jabbar survived Borco.  One point about your backstab conundrum I can clear up - while your party has to backstab from behind enemies can get the multiplier from any position.  

 

Also, in SCS a favourite tactic for thieves is to take an invisibility potion and immediately backstab, so it's possible you missed that if you weren't keeping a close eye on the text window.


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#15791
Borco

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Glad to see Jabbar survived Borco.  One point about your backstab conundrum I can clear up - while your party has to backstab from behind enemies can get the multiplier from any position.  

 

Also, in SCS a favourite tactic for thieves is to take an invisibility potion and immediately backstab, so it's possible you missed that if you weren't keeping a close eye on the text window.

 

Thanks for the clarification Grond0. I tend to keep the text window minimized while the game is unpaused and so the case with an overlooked invisibility potion is very probable... 

 

Regards,

B.



#15792
Aasim

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Honestly, this is wrong on so many levels:

1. For some reason, I've always thought Borda to be a mid-level bard and not a mage/theif capable of landing backstabs.  <_< 
2. I was not aware of any invisibility effect that would trigger the damage multiplier. Moreover, Jabbar is standing face-to-face with Borda.  :huh: 
3. "Night Shawl", the personal item I've created for Jabbar, was supposed to grant immunity against backstabs (similarly to the Thieves' Hood).  :o 
4. At the same time, although being a headgear, the item was never intended to grant protection against critical hits (which feels rather overpowered for th

1) I don't know.

2) Grond0 answered already  - there's no way AI can be scripted to get behind you 

3) umm..."immunity to effect", "backstab", timing instant/while equipped should work I think. Or copy the effect straight from an in-game item that works.

4) any item you put on your head grants protection from critical hits (hardcoded for old engine). Both TobEx & EE editions can change that. Item Revisions has a whole component called "Revised Critical hit aversion" built on it. You can toggle it with a flag in NearInfinity for each item. Mind you, Ioun stones giving critical hit protection is nonsense (they should "float" over your head, they aren't "worn") but a no-reload life w/o it is very miserable, doubly so with SCS. :(

Fwiw, the fact that only fighter-types can have this protection in non-modded BG1 game is imo wrong, considering they're the ones with biggest HP pools. 


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#15793
Borco

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3) umm..."immunity to effect", "backstab", timing instant/while equipped should work I think. Or copy the effect straight from an in-game item that works.


In case you'd be interested I have uploaded the exact specification of the effect here.
 

4) any item you put on your head grants protection from critical hits (hardcoded for old engine). Both TobEx & EE editions can change that. Item Revisions has a whole component called "Revised Critical hit aversion" built on it. You can toggle it with a flag in NearInfinity for each item. Mind you, Ioun stones giving critical hit protection is nonsense (they should "float" over your head, they aren't "worn") but a no-reload life w/o it is very miserable, doubly so with SCS. :(
Fwiw, the fact that only fighter-types can have this protection in non-modded BG1 game is imo wrong, considering they're the ones with biggest HP pools.

 
Understood and noted. Many thanks for the explanation.

#15794
Charlestonian Knight Templar

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Well.....

 

I'd still settle for Druidic Sorcerer, due to fairly experimental nature of the mod.

I agree whole-hardheartedly but this is definitely a mod to keep an eye on.  Thanks AGAIN Aasim!   :)


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#15795
Jianson

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In my EasyTutu setup, Borda is indeed a (level 6/6) Thief/Mage.

 

In vanilla BG1, Bards can backstab from invisibility if they hold a thief weapon. Silke once clobbered one of my characters for lots of damage with her staff (and she's level 10, so quadruple damage).


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#15796
Dyara

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In case you'd be interested I have uploaded the exact specification of the effect here.

 
Seems to riddle was already solved in the custom-made items thread.


#15797
Grond0

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Phantasmic 6 {47} - monks party (update 2)
 
The monks continued clearing areas and racking up reputation increases - including from Melicamp.  Bassilus had free action to protect him from stun, but could do nothing about the stream of damaging fists.
Spoiler
 
With reputation up to 20 they did some shopping before using wands to help kill the Doomsayer.  Weapons were enough for the Revenant
Spoiler
and soon after that they were all up to level 6 and celebrated by dealing with Narcillicus and his jellies.
 
They did the normal work at Durlag's Tower, finishing off with Riggilo.  He took a potion of freedom to protect him from stuns, but that meant he didn't have time to use an invisibility potion.
Spoiler
 
Moving on to the Lighthouse area the first group of sirines was done without trouble.  However, Sil and her friends got lucky and by the time Sil finally died things looked very dodgy with 4 of the monks charmed (one confused as well), another confused and only Spectre under control - and still with one sirine left.  
Sil%201_zpsa3yfp2ct.jpg
Two carrion crawlers got activated as well as a result of confused movement while Spectre was running round trying to keep everyone from attacking each other, but by that stage the charms were beginning to wear off and no-one was paralysed before they were killed.  The last sirine died moments later, but 2 of the 3 confused monks were determined to attack each other and there were some nervous moments before they were finally separated.  
Spoiler
 
There were no such problems with the sirines to the north where only Spook went out of control.
Spoiler
 
Shortly after that Spook bought the Dagger of Venom - he's unlikely to use that very much at all, but there's nothing else left the monks want to spend money on this side of the city.  They've still got a few more areas to vacuum and should be getting up to around level 7 when they finally (hopefully) make it to the Nashkel Mine.
 
Chimera - L6, 48 HPs, 148 kills
Spectre - L6, 40 HPs, 310 kills, 0 deaths
Phantom - L6, 50 HPs, 157 kills, 0 deaths
Wraith - L6, 41 HPs, 145 kills, 0 deaths
Spook - L6, 36 HPs, 154 kills, 0 deaths
Spirit - L6, 37 HPs, 111 kills, 0 deaths

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#15798
Borco

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Jabbar, human Assassin, 4th entry:

Having survived Borda's furious attack, Jabbar and Viconia were slowly progressing towards the Gnoll Fortress via its neighbouring northern area. After repelling Neville's robbery attempt and defeating a pair of ogre berserkers, the two of them had a close call at one of the bridges...

KU3mMyd.jpg

The night was dark and full of...gibberlings.

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And polar bears ( :o), for that matter.

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Jabbar was now level 5 (4 HP, + 15 HiS, x1 backstab multiplier).

By utilizing backstabs, ranged weapons and Sleep effects, they managed to banish the entire gnoll crew from the fortress, as well as to clear the adjoining cave system (while retrieving CHA tome in the process). Here's a nice snapshot of Jabbar.

HqMoS7n.jpg

Dynaheir has been rescued from her "cell" and escorted back to Nashkel (note: Viconia got her Ankegh plate this time). She seemed a respectable sort and when confronted by Edwin, Jabbar decided to pick sides. However, an unfortunate turn of events meant that the mage was allowed to escape...

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Anyway, Dynaheir got happily reunited with Minsc and our duo continued south to Dryad Falls. And more gnolls were nothing to be scared of.

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Viconia was able get her 5th level as a result, although aside from unlocking L3 spells this has not been a very rewarding achievement (1 HP :rolleyes: ). Caldo and Krumm were then the last victims of the session, whereas the combination of Command: Sleep and a poisoned weapon backstab has earned a definite spot in our battle strategy for the time being.

fXShnYP.jpg

Backstab counter: 17
Highest backstab damage: 28 (xvart)


Regards,

B.


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#15799
Grimwald the Wise

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Winnifred Wyrmslayer came to a sticky end near the end of the Dark Horizons quests. The party was quite strong having reached the gate and were trashing the enemy. Then near the end we were attacked by a powerful group of enemies. Two fireballs were then cast by my mages with Winnifred in the middle of them. This was to quickly reduce the amount of damage that the enemy could throw.. Unfortunately this must have coincided with a massive amount of other damage as she died in no time at all. I have no idea how. :(



#15800
Grond0

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Two fireballs were then cast by my mages with Winnifred in the middle of them.

... she died in no time at all. I have no idea how. 

Hmm - is there the vaguest of clues there :P?


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